@rpgengine/system-5e 0.0.0-stage → 1.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1638) hide show
  1. package/LICENSE.md +41 -0
  2. package/README.md +31 -2
  3. package/dist/dying.js +260 -0
  4. package/dist/index.js +3 -0
  5. package/dist/page-style.js +634 -0
  6. package/dist/page.js +166 -0
  7. package/dist/shown.js +23 -0
  8. package/images/abacus.svg +1 -0
  9. package/images/acid-blob.svg +1 -0
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  17. package/images/arrow-cluster.svg +1 -0
  18. package/images/backpack.svg +1 -0
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  143. package/images/farmer.svg +1 -0
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  146. package/images/feline.svg +1 -0
  147. package/images/fire-bottle.svg +1 -0
  148. package/images/fire-gem.svg +1 -0
  149. package/images/fire-silhouette.svg +1 -0
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  151. package/images/fish-monster.svg +1 -0
  152. package/images/fishing-hook.svg +1 -0
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  163. package/images/flute.svg +1 -0
  164. package/images/fly.svg +1 -0
  165. package/images/fox-head.svg +1 -0
  166. package/images/frankenstein-creature.svg +1 -0
  167. package/images/frog.svg +1 -0
  168. package/images/galleon.svg +1 -0
  169. package/images/gargoyle.svg +1 -0
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  217. package/images/hydra.svg +1 -0
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  1561. package/world/topics/School of Evocation.md +24 -0
  1562. package/world/topics/Scorching Ray.md +16 -0
  1563. package/world/topics/Scrying.md +31 -0
  1564. package/world/topics/Secret Chest.md +16 -0
  1565. package/world/topics/See Invisibility.md +12 -0
  1566. package/world/topics/Seeming.md +18 -0
  1567. package/world/topics/Sending.md +14 -0
  1568. package/world/topics/Sequester.md +16 -0
  1569. package/world/topics/Shapechange.md +23 -0
  1570. package/world/topics/Shatter.md +16 -0
  1571. package/world/topics/Shield (spell).md +13 -0
  1572. package/world/topics/Shield of Faith.md +13 -0
  1573. package/world/topics/Shillelagh.md +12 -0
  1574. package/world/topics/Shocking Grasp.md +14 -0
  1575. package/world/topics/Silence.md +14 -0
  1576. package/world/topics/Silent Image.md +17 -0
  1577. package/world/topics/Simulacrum.md +18 -0
  1578. package/world/topics/Sleep.md +18 -0
  1579. package/world/topics/Sleet Storm.md +17 -0
  1580. package/world/topics/Slow.md +19 -0
  1581. package/world/topics/Sorcerer Spells.md +155 -0
  1582. package/world/topics/Sorcerer.md +166 -0
  1583. package/world/topics/Spare the Dying.md +12 -0
  1584. package/world/topics/Speak with Animals.md +13 -0
  1585. package/world/topics/Speak with Dead.md +14 -0
  1586. package/world/topics/Speak with Plants.md +20 -0
  1587. package/world/topics/Spider Climb.md +13 -0
  1588. package/world/topics/Spike Growth.md +15 -0
  1589. package/world/topics/Spirit Guardians.md +17 -0
  1590. package/world/topics/Spiritual Weapon.md +18 -0
  1591. package/world/topics/Stinking Cloud.md +17 -0
  1592. package/world/topics/Stone Shape.md +12 -0
  1593. package/world/topics/Stoneskin.md +13 -0
  1594. package/world/topics/Storm of Vengeance.md +23 -0
  1595. package/world/topics/Suggestion.md +19 -0
  1596. package/world/topics/Sunbeam.md +17 -0
  1597. package/world/topics/Sunburst.md +16 -0
  1598. package/world/topics/Symbol.md +36 -0
  1599. package/world/topics/Telekinesis.md +23 -0
  1600. package/world/topics/Telepathic Bond.md +15 -0
  1601. package/world/topics/Teleport.md +38 -0
  1602. package/world/topics/Teleportation Circle.md +16 -0
  1603. package/world/topics/Thaumaturgy.md +21 -0
  1604. package/world/topics/The Fiend.md +47 -0
  1605. package/world/topics/Thief.md +24 -0
  1606. package/world/topics/Thunderwave.md +16 -0
  1607. package/world/topics/Time Stop.md +14 -0
  1608. package/world/topics/Tiny Hut.md +17 -0
  1609. package/world/topics/Tongues.md +12 -0
  1610. package/world/topics/Transport via Plants.md +12 -0
  1611. package/world/topics/Tree Stride.md +15 -0
  1612. package/world/topics/True Polymorph.md +29 -0
  1613. package/world/topics/True Resurrection.md +16 -0
  1614. package/world/topics/True Seeing.md +12 -0
  1615. package/world/topics/True Strike.md +13 -0
  1616. package/world/topics/Unseen Servant.md +17 -0
  1617. package/world/topics/Vampiric Touch.md +15 -0
  1618. package/world/topics/Vicious Mockery.md +14 -0
  1619. package/world/topics/Wall of Fire.md +19 -0
  1620. package/world/topics/Wall of Force.md +15 -0
  1621. package/world/topics/Wall of Ice.md +19 -0
  1622. package/world/topics/Wall of Stone.md +23 -0
  1623. package/world/topics/Wall of Thorns.md +19 -0
  1624. package/world/topics/Warding Bond.md +14 -0
  1625. package/world/topics/Warlock Spells.md +99 -0
  1626. package/world/topics/Warlock.md +283 -0
  1627. package/world/topics/Water Breathing.md +13 -0
  1628. package/world/topics/Water Walk.md +15 -0
  1629. package/world/topics/Way of the Open Hand.md +25 -0
  1630. package/world/topics/Web.md +21 -0
  1631. package/world/topics/Weird.md +13 -0
  1632. package/world/topics/Wind Walk.md +14 -0
  1633. package/world/topics/Wind Wall.md +17 -0
  1634. package/world/topics/Wish.md +26 -0
  1635. package/world/topics/Wizard Spells.md +239 -0
  1636. package/world/topics/Wizard.md +141 -0
  1637. package/world/topics/Word of Recall.md +14 -0
  1638. package/world/topics/Zone of Truth.md +14 -0
@@ -0,0 +1,71 @@
1
+ ---
2
+ size: Large
3
+ category: celestial
4
+ alignment: lawful good
5
+ ac: 12
6
+ hp: 67/67
7
+ hp-dice: 9d10 + 18
8
+ speed: 50 ft
9
+ str: 18
10
+ dex: 14
11
+ con: 15
12
+ int: 11
13
+ wis: 17
14
+ cha: 16
15
+ damage-immunities: [poison]
16
+ condition-immunities: [charmed, paralyzed, poisoned]
17
+ darkvision: 60 ft
18
+ passive-perception: 13
19
+ languages: [Celestial, Elvish, Sylvan, telepathy 60 ft]
20
+ legendary-actions: 3
21
+ cr: "5"
22
+ xp-value: 1800
23
+ image: "[[unicorn.svg]]"
24
+ ---
25
+
26
+ ## Traits
27
+
28
+ ### Charge
29
+ If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
30
+
31
+ ### Innate Spellcasting
32
+ The unicorn’s innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
33
+
34
+ - At will: *detect evil and good*, *druidcraft*, *pass without trace*
35
+ - 1/day each: *calm emotions*, *dispel evil and good*, *entangle*
36
+
37
+ ### Magic Resistance
38
+ The unicorn has advantage on saving throws against spells and other magical effects.
39
+
40
+ ### Magic Weapons
41
+ The unicorn’s weapon attacks are magical.
42
+
43
+ ## Actions
44
+
45
+ ### Multiattack
46
+ The unicorn makes two attacks: one with its hooves and one with its horn.
47
+
48
+ ### Hooves
49
+ *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.
50
+
51
+ ### Horn
52
+ *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.
53
+
54
+ ### Healing Touch (3/Day)
55
+ The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
56
+
57
+ ### Teleport (1/Day)
58
+ The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
59
+
60
+ ## Legendary Actions
61
+
62
+ The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The unicorn regains spent legendary actions at the start of its turn.
63
+
64
+ ### Hooves (legendary action)
65
+ The unicorn makes one attack with its hooves.
66
+
67
+ ### Shimmering Shield (Costs 2 Actions)
68
+ The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.
69
+
70
+ ### Heal Self (Costs 3 Actions)
71
+ The unicorn magically regains 11 (2d8 + 2) hit points.
@@ -0,0 +1,55 @@
1
+ ---
2
+ size: Medium
3
+ category: undead
4
+ alignment: neutral evil
5
+ ac: 15
6
+ armor: natural armor
7
+ hp: 82/82
8
+ hp-dice: 11d8 + 33
9
+ speed: 30 ft
10
+ str: 16
11
+ dex: 16
12
+ con: 16
13
+ int: 11
14
+ wis: 10
15
+ cha: 12
16
+ saves: [Dex +6, Wis +3]
17
+ skills: [Perception +3, Stealth +6]
18
+ damage-resistances: [necrotic, "bludgeoning, piercing, and slashing from nonmagical attacks"]
19
+ darkvision: 60 ft
20
+ passive-perception: 13
21
+ languages: [the languages it knew in life]
22
+ cr: "5"
23
+ xp-value: 1800
24
+ image: "[[vampire-dracula.svg]]"
25
+ ---
26
+
27
+ ## Traits
28
+
29
+ ### Regeneration
30
+ The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
31
+
32
+ ### Spider Climb
33
+ The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
34
+
35
+ ### Vampire Weaknesses
36
+ The vampire has the following flaws:
37
+
38
+ *Forbiddance.* The vampire can’t enter a residence without an invitation from one of the occupants.
39
+
40
+ *Harmed by Running Water.* The vampire takes 20 acid damage when it ends its turn in running water.
41
+
42
+ *Stake to the Heart.* The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
43
+
44
+ *Sunlight Hypersensitivity.* The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
45
+
46
+ ## Actions
47
+
48
+ ### Multiattack
49
+ The vampire makes two attacks, only one of which can be a bite attack.
50
+
51
+ ### Claws
52
+ *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
53
+
54
+ ### Bite
55
+ *Melee Weapon Attack:* +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
@@ -0,0 +1,93 @@
1
+ ---
2
+ size: Medium
3
+ category: undead (shapechanger)
4
+ alignment: lawful evil
5
+ ac: 16
6
+ armor: natural armor
7
+ hp: 144/144
8
+ hp-dice: 17d8 + 68
9
+ speed: 30 ft
10
+ str: 18
11
+ dex: 18
12
+ con: 18
13
+ int: 17
14
+ wis: 15
15
+ cha: 18
16
+ saves: [Dex +9, Wis +7, Cha +9]
17
+ skills: [Perception +7, Stealth +9]
18
+ damage-resistances: [necrotic, "bludgeoning, piercing, and slashing from nonmagical attacks"]
19
+ darkvision: 120 ft
20
+ passive-perception: 17
21
+ languages: [the languages it knew in life]
22
+ legendary-actions: 3
23
+ legendary-resistance: 3/3
24
+ cr: "13"
25
+ xp-value: 10000
26
+ image: "[[vampire-dracula.svg]]"
27
+ ---
28
+
29
+ ## Traits
30
+
31
+ ### Shapechanger
32
+ If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
33
+
34
+ While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
35
+
36
+ While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
37
+
38
+ ### Legendary Resistance (3/Day)
39
+ If the vampire fails a saving throw, it can choose to succeed instead.
40
+
41
+ ### Misty Escape
42
+ When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.
43
+
44
+ While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
45
+
46
+ ### Regeneration
47
+ The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
48
+
49
+ ### Spider Climb
50
+ The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
51
+
52
+ ### Vampire Weaknesses
53
+ The vampire has the following flaws:
54
+
55
+ *Forbiddance.* The vampire can’t enter a residence without an invitation from one of the occupants.
56
+
57
+ *Harmed by Running Water.* The vampire takes 20 acid damage if it ends its turn in running water.
58
+
59
+ *Stake to the Heart.* If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
60
+
61
+ *Sunlight Hypersensitivity.* The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
62
+
63
+ ## Actions
64
+
65
+ ### Multiattack (Vampire Form Only)
66
+ The vampire makes two attacks, only one of which can be a bite attack.
67
+
68
+ ### Unarmed Strike (Vampire Form Only)
69
+ *Melee Weapon Attack:* +9 to hit, reach 5 ft., one creature. *Hit:* 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
70
+
71
+ ### Bite (Bat or Vampire Form Only)
72
+ *Melee Weapon Attack:* +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
73
+
74
+ ### Charm
75
+ The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.
76
+
77
+ Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
78
+
79
+ ### Children of the Night (1/Day)
80
+ The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
81
+
82
+ ## Legendary Actions
83
+
84
+ The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.
85
+
86
+ ### Move
87
+ The vampire moves up to its speed without provoking opportunity attacks.
88
+
89
+ ### Unarmed Strike
90
+ The vampire makes one unarmed strike.
91
+
92
+ ### Bite (Costs 2 Actions)
93
+ The vampire makes one bite attack.
@@ -0,0 +1,38 @@
1
+ ---
2
+ size: Medium
3
+ category: humanoid (any race)
4
+ alignment: any alignment
5
+ ac: 17
6
+ armor: splint
7
+ hp: 58/58
8
+ hp-dice: 9d8 + 18
9
+ speed: 30 ft
10
+ str: 16
11
+ dex: 13
12
+ con: 14
13
+ int: 10
14
+ wis: 11
15
+ cha: 10
16
+ skills: [Athletics +5, Perception +2]
17
+ passive-perception: 12
18
+ languages: [any one language (usually Common)]
19
+ cr: "3"
20
+ xp-value: 700
21
+ image: "[[closed-barbute.svg]]"
22
+ ---
23
+
24
+ Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.
25
+
26
+ ## Actions
27
+
28
+ ### Multiattack
29
+ The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
30
+
31
+ ### Longsword
32
+ *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
33
+
34
+ ### Shortsword
35
+ *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.
36
+
37
+ ### Heavy Crossbow
38
+ *Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10 + 1) piercing damage.
@@ -0,0 +1,34 @@
1
+ ---
2
+ size: Medium
3
+ category: plant
4
+ alignment: unaligned
5
+ ac: 5
6
+ hp: 18/18
7
+ hp-dice: 4d8
8
+ speed: 5 ft
9
+ str: 3
10
+ dex: 1
11
+ con: 10
12
+ int: 1
13
+ wis: 3
14
+ cha: 1
15
+ condition-immunities: [blinded, deafened, frightened]
16
+ blindsight: 30 ft (blind beyond this radius)
17
+ passive-perception: 6
18
+ cr: "1/4"
19
+ xp-value: 50
20
+ image: "[[mushrooms-cluster.svg]]"
21
+ ---
22
+
23
+ ## Traits
24
+
25
+ ### False Appearance
26
+ While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.
27
+
28
+ ## Actions
29
+
30
+ ### Multiattack
31
+ The fungus makes 1d4 Rotting Touch attacks.
32
+
33
+ ### Rotting Touch
34
+ *Melee Weapon Attack:* +2 to hit, reach 10 ft., one creature. *Hit:* 4 (1d8) necrotic damage.
@@ -0,0 +1,49 @@
1
+ ---
2
+ size: Large
3
+ category: fiend (demon)
4
+ alignment: chaotic evil
5
+ ac: 15
6
+ armor: natural armor
7
+ hp: 104/104
8
+ hp-dice: 11d10 + 44
9
+ speed: 40 ft
10
+ fly: 60 ft
11
+ str: 17
12
+ dex: 15
13
+ con: 18
14
+ int: 8
15
+ wis: 13
16
+ cha: 8
17
+ saves: [Dex +5, Wis +4, Cha +2]
18
+ damage-resistances: [cold, fire, lightning, "bludgeoning, piercing, and slashing from nonmagical attacks"]
19
+ damage-immunities: [poison]
20
+ condition-immunities: [poisoned]
21
+ darkvision: 120 ft
22
+ passive-perception: 11
23
+ languages: [Abyssal, telepathy 120 ft]
24
+ cr: "6"
25
+ xp-value: 2300
26
+ image: "[[condor-emblem.svg]]"
27
+ ---
28
+
29
+ ## Traits
30
+
31
+ ### Magic Resistance
32
+ The vrock has advantage on saving throws against spells and other magical effects.
33
+
34
+ ## Actions
35
+
36
+ ### Multiattack
37
+ The vrock makes two attacks: one with its beak and one with its talons.
38
+
39
+ ### Beak
40
+ *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage.
41
+
42
+ ### Talons
43
+ *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 14 (2d10 + 3) slashing damage.
44
+
45
+ ### Spores (Recharge 6)
46
+ A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
47
+
48
+ ### Stunning Screech (1/Day)
49
+ The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn’t a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock’s next turn.
@@ -0,0 +1,34 @@
1
+ ---
2
+ size: Medium
3
+ category: beast
4
+ alignment: unaligned
5
+ ac: 10
6
+ hp: 5/5
7
+ hp-dice: 1d8 + 1
8
+ speed: 10 ft
9
+ fly: 50 ft
10
+ str: 7
11
+ dex: 10
12
+ con: 13
13
+ int: 2
14
+ wis: 12
15
+ cha: 4
16
+ skills: [Perception +3]
17
+ passive-perception: 13
18
+ cr: "0"
19
+ xp-value: 10
20
+ image: "[[vulture.svg]]"
21
+ ---
22
+
23
+ ## Traits
24
+
25
+ ### Keen Sight and Smell
26
+ The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
27
+
28
+ ### Pack Tactics
29
+ The vulture has advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
30
+
31
+ ## Actions
32
+
33
+ ### Beak
34
+ *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage.
@@ -0,0 +1,29 @@
1
+ ---
2
+ size: Large
3
+ category: undead
4
+ alignment: lawful evil
5
+ ac: 13
6
+ armor: barding scraps
7
+ hp: 22/22
8
+ hp-dice: 3d10 + 6
9
+ speed: 60 ft
10
+ str: 18
11
+ dex: 12
12
+ con: 15
13
+ int: 2
14
+ wis: 8
15
+ cha: 5
16
+ damage-vulnerabilities: [bludgeoning]
17
+ damage-immunities: [poison]
18
+ condition-immunities: [exhaustion, poisoned]
19
+ darkvision: 60 ft
20
+ passive-perception: 9
21
+ cr: "1/2"
22
+ xp-value: 100
23
+ image: "[[desert-skull.svg]]"
24
+ ---
25
+
26
+ ## Actions
27
+
28
+ ### Hooves
29
+ *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.
@@ -0,0 +1,29 @@
1
+ ---
2
+ size: Large
3
+ category: beast
4
+ alignment: unaligned
5
+ ac: 11
6
+ hp: 19/19
7
+ hp-dice: 3d10 + 3
8
+ speed: 60 ft
9
+ str: 18
10
+ dex: 12
11
+ con: 13
12
+ int: 2
13
+ wis: 12
14
+ cha: 7
15
+ passive-perception: 11
16
+ cr: "1/2"
17
+ xp-value: 100
18
+ image: "[[horse-head-delapouite.svg]]"
19
+ ---
20
+
21
+ ## Traits
22
+
23
+ ### Trampling Charge
24
+ If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
25
+
26
+ ## Actions
27
+
28
+ ### Hooves
29
+ *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.
@@ -0,0 +1,47 @@
1
+ ---
2
+ size: Large
3
+ category: elemental
4
+ alignment: neutral
5
+ ac: 14
6
+ armor: natural armor
7
+ hp: 114/114
8
+ hp-dice: 12d10 + 48
9
+ speed: 30 ft
10
+ swim: 90 ft
11
+ str: 18
12
+ dex: 14
13
+ con: 18
14
+ int: 5
15
+ wis: 10
16
+ cha: 8
17
+ damage-resistances: [acid, "bludgeoning, piercing, and slashing from nonmagical attacks"]
18
+ damage-immunities: [poison]
19
+ condition-immunities: [exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious]
20
+ darkvision: 60 ft
21
+ passive-perception: 10
22
+ languages: [Aquan]
23
+ cr: "5"
24
+ xp-value: 1800
25
+ image: "[[big-wave.svg]]"
26
+ ---
27
+
28
+ ## Traits
29
+
30
+ ### Water Form
31
+ The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
32
+
33
+ ### Freeze
34
+ If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
35
+
36
+ ## Actions
37
+
38
+ ### Multiattack
39
+ The elemental makes two slam attacks.
40
+
41
+ ### Slam
42
+ Melee *Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
43
+
44
+ ### Whelm (Recharge 4–6)
45
+ Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.
46
+
47
+ The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
@@ -0,0 +1,30 @@
1
+ ---
2
+ size: Tiny
3
+ category: beast
4
+ alignment: unaligned
5
+ ac: 13
6
+ hp: 1/1
7
+ hp-dice: 1d4 - 1
8
+ speed: 30 ft
9
+ str: 3
10
+ dex: 16
11
+ con: 8
12
+ int: 2
13
+ wis: 12
14
+ cha: 3
15
+ skills: [Perception +3, Stealth +5]
16
+ passive-perception: 13
17
+ cr: "0"
18
+ xp-value: 10
19
+ image: "[[ermine.svg]]"
20
+ ---
21
+
22
+ ## Traits
23
+
24
+ ### Keen Hearing and Smell
25
+ The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
26
+
27
+ ## Actions
28
+
29
+ ### Bite
30
+ *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.
@@ -0,0 +1,45 @@
1
+ ---
2
+ size: Medium
3
+ category: humanoid (human, shapechanger)
4
+ alignment: neutral good
5
+ ac: 10
6
+ armor: in humanoid form, 11 (natural armor) in bear and hybrid form
7
+ hp: 135/135
8
+ hp-dice: 18d8 + 54
9
+ speed: 30 ft (40 ft, climb 30 ft in bear or hybrid form)
10
+ str: 19
11
+ dex: 10
12
+ con: 17
13
+ int: 11
14
+ wis: 12
15
+ cha: 12
16
+ skills: [Perception +7]
17
+ damage-immunities: ["bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons"]
18
+ passive-perception: 17
19
+ languages: [Common (can’t speak in bear form)]
20
+ cr: "5"
21
+ xp-value: 1800
22
+ image: "[[bear-face.svg]]"
23
+ ---
24
+
25
+ ## Traits
26
+
27
+ ### Shapechanger
28
+ The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
29
+
30
+ ### Keen Smell
31
+ The werebear has advantage on Wisdom (Perception) checks that rely on smell.
32
+
33
+ ## Actions
34
+
35
+ ### Multiattack
36
+ In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.
37
+
38
+ ### Bite (Bear or Hybrid Form Only)
39
+ *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.
40
+
41
+ ### Claw (Bear or Hybrid Form Only)
42
+ *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.
43
+
44
+ ### Greataxe (Humanoid or Hybrid Form Only)
45
+ *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12 + 4) slashing damage.
@@ -0,0 +1,45 @@
1
+ ---
2
+ size: Medium
3
+ category: humanoid (human, shapechanger)
4
+ alignment: neutral evil
5
+ ac: 10
6
+ armor: in humanoid form, 11 (natural armor) in boar or hybrid form
7
+ hp: 78/78
8
+ hp-dice: 12d8 + 24
9
+ speed: 30 ft (40 ft in boar form)
10
+ str: 17
11
+ dex: 10
12
+ con: 15
13
+ int: 10
14
+ wis: 11
15
+ cha: 8
16
+ skills: [Perception +2]
17
+ damage-immunities: ["bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons"]
18
+ passive-perception: 12
19
+ languages: [Common (can’t speak in boar form)]
20
+ cr: "4"
21
+ xp-value: 1100
22
+ image: "[[boar-tusks.svg]]"
23
+ ---
24
+
25
+ ## Traits
26
+
27
+ ### Shapechanger
28
+ The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
29
+
30
+ ### Charge (Boar or Hybrid Form Only)
31
+ If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
32
+
33
+ ### Relentless (Recharges after a Short or Long Rest)
34
+ If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
35
+
36
+ ## Actions
37
+
38
+ ### Multiattack (Humanoid or Hybrid Form Only)
39
+ The wereboar makes two attacks, only one of which can be with its tusks.
40
+
41
+ ### Maul (Humanoid or Hybrid Form Only)
42
+ *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) bludgeoning damage.
43
+
44
+ ### Tusks (Boar or Hybrid Form Only)
45
+ *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.
@@ -0,0 +1,45 @@
1
+ ---
2
+ size: Medium
3
+ category: humanoid (human, shapechanger)
4
+ alignment: lawful evil
5
+ ac: 12
6
+ hp: 33/33
7
+ hp-dice: 6d8 + 6
8
+ speed: 30 ft
9
+ str: 10
10
+ dex: 15
11
+ con: 12
12
+ int: 11
13
+ wis: 10
14
+ cha: 8
15
+ skills: [Perception +2, Stealth +4]
16
+ damage-immunities: ["bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons"]
17
+ darkvision: 60 ft (rat form only)
18
+ passive-perception: 12
19
+ languages: [Common (can’t speak in rat form)]
20
+ cr: "2"
21
+ xp-value: 450
22
+ image: "[[seated-mouse.svg]]"
23
+ ---
24
+
25
+ ## Traits
26
+
27
+ ### Shapechanger
28
+ The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
29
+
30
+ ### Keen Smell
31
+ The wererat has advantage on Wisdom (Perception) checks that rely on smell.
32
+
33
+ ## Actions
34
+
35
+ ### Multiattack (Humanoid or Hybrid Form Only)
36
+ The wererat makes two attacks, only one of which can be a bite.
37
+
38
+ ### Bite (Rat or Hybrid Form Only)
39
+ *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
40
+
41
+ ### Shortsword (Humanoid or Hybrid Form Only)
42
+ *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
43
+
44
+ ### Hand Crossbow (Humanoid or Hybrid Form Only)
45
+ *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.